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The Sims 3 (Wii)

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Title Screen

The Sims 3

Developer: The Sims Studio
Publisher: Electronic Arts
Platform: Wii
Released in US: November 15, 2010
Released in EU: November 12, 2010
Released in AU: November 11, 2010
Released in AS: November 15, 2010

DevTextIcon.png This game has hidden development-related text.
MusicIcon.png This game has unused music.

ProtoIcon.png This game has a prototype article

So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?
To do:
Lots to cover;
  • Leftovers from Sims 2 Castaway...yup they use the same engine.
    • PlayStation 2 controller buttons.
    • Models and graphics.
    • Sound effects and music.
  • Prototype build (July 13, 2010)

A port of The Sims 3, for the Wii.

This is basically a modified, rushed, buggy, and mostly unplayable version of the game with the game loading every 20 seconds, awful stock faces and a pointless multiplayer game. No DLC shenanigans here, folks.


Read about prototype versions of this game that have been released or dumped.
Prototype Info

Unused Music Part

Though the game only plays an 8-second loop when viewing the town map, there's over a minute of audio that is never played. It even has an ending!

Development Text


BUILD_TIMESTAMP=Thu Sep 30 02:04:04 2010


BUILD_TIMESTAMP=Wed Sep 29 22:39:51 2010

Various information concerning the build of the game. These are from the US build.


;GroupName=GroupType,Platform,BuildConfiguration,M easurementUnits,MaxDepth,BudgetAbsolute,BudgetPerc ent ; Where GroupName is the name of the group. If multiple groups with the same name are defined, the first "valid" one found ; in the list will be used. See Platform and BuildConfiguration below for more details. ; If the GroupName is "*", then it is the used for the total budget of that GroupType ; GroupType is one of "CPU", "SPU", "SystemMemory", "GraphicsMemory", or "AudioMemory" ; Platform is used to match the current EA_PLATFORM_NAME value. If the value does not match, the group is ignored. ; If this value is "*", then this restriction is ignored. This is mainly used so that different platforms can ; have different budgets. ; BuildConfiguration is used to match the value returned from e_engine::GetBuildConfiguration. If the value does not ; match, the group is ignored. If this value is "*", then this restriction is ignored. ; MeasurementUnits is a string like "ms" or "bytes" describing the unit of measurement for events in this group ; MaxDepth is the maximum scope depth that will be profiled ; 0 = do not filter any scope. ("Main" = depth 1, "Main/Foo" = depth 2, "Main/Foo/Bar" = depth 3, etc). ; BudgetAbsolute is the maximum amount (per update in some cases) of time/memory/whatever allowed to all ; scopes in this group combined. 0.0 = ignore budget limits. Note that budgets are not necessarily enforced ; by the engine, but going over the budgets may induce warnings or simply be noted in the output report. ; BudgetPercent is the maximum amount in terms of percent of the total for the update allowed to all scopes ; in this group combined. min = 0.0, max = 100.0. 0.0 = ignore budget limits

Some information regarding development scripts and groups of build configurations.